| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113 | /*************************************************************************//*  physical_bone_plugin.cpp                                             *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#include "physical_bone_plugin.h"#include "editor/plugins/spatial_editor_plugin.h"#include "scene/3d/physics_body.h"void PhysicalBoneEditor::_bind_methods() {	ClassDB::bind_method(D_METHOD("_on_toggle_button_transform_joint", "is_pressed"), &PhysicalBoneEditor::_on_toggle_button_transform_joint);}void PhysicalBoneEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {	_set_move_joint();}void PhysicalBoneEditor::_set_move_joint() {	if (selected) {		selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());	}}PhysicalBoneEditor::PhysicalBoneEditor(EditorNode *p_editor) :		editor(p_editor),		selected(NULL) {	spatial_editor_hb = memnew(HBoxContainer);	spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);	spatial_editor_hb->set_alignment(BoxContainer::ALIGN_BEGIN);	SpatialEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);	spatial_editor_hb->add_child(memnew(VSeparator));	button_transform_joint = memnew(ToolButton);	spatial_editor_hb->add_child(button_transform_joint);	button_transform_joint->set_text(TTR("Move Joint"));	button_transform_joint->set_icon(SpatialEditor::get_singleton()->get_icon("PhysicalBone", "EditorIcons"));	button_transform_joint->set_toggle_mode(true);	button_transform_joint->connect("toggled", this, "_on_toggle_button_transform_joint");	hide();}PhysicalBoneEditor::~PhysicalBoneEditor() {}void PhysicalBoneEditor::set_selected(PhysicalBone *p_pb) {	button_transform_joint->set_pressed(false);	_set_move_joint();	selected = p_pb;	_set_move_joint();}void PhysicalBoneEditor::hide() {	spatial_editor_hb->hide();}void PhysicalBoneEditor::show() {	spatial_editor_hb->show();}PhysicalBonePlugin::PhysicalBonePlugin(EditorNode *p_editor) :		editor(p_editor),		selected(NULL),		physical_bone_editor(editor) {}void PhysicalBonePlugin::make_visible(bool p_visible) {	if (p_visible) {		physical_bone_editor.show();	} else {		physical_bone_editor.hide();		physical_bone_editor.set_selected(NULL);		selected = NULL;	}}void PhysicalBonePlugin::edit(Object *p_node) {	selected = static_cast<PhysicalBone *>(p_node); // Trust it	ERR_FAIL_COND(!selected);	physical_bone_editor.set_selected(selected);}
 |